Coin Of Fate: Removed entirely (Ikea)
New Passive Eloquence: Reserve Bar which builds of by standing near entities or typing into chat. Used to enhance abilities and more (Ikea)
Law Sense renamed/reworked into Law Proficiency: Functions mostly like old Law Sense with the add on of being able to store their position to then displace divination attempts by using up said position that they may not currently be in (Ikea)
Minor Update to Persuasion: Ability can now affect other players which supresses their ability to harm the caster, duration scales of Eloquence and same thing goes for the mob function (Ikea)
Reworked/Renamed Law Sense to Rule-Breaking Physique: Depending on Eloquence Bar, Bribe and Disorder (granted at higher seq) grants the user postive potion effects like resist, strength etc. Removed the ability to cleanse negative effects from this passive (Ikea)
New Passive, Mental Resistence: Cleanses effects like Nausea, blindness and darkness by halving their duration but also decreases certain beyonder effects like charm. (Ikea)
New Passive Bribe: Eloquence is now at this sequence and bribe takes its place, functions similiary to Eloquence but now builds if players pick up items you drop, standing close to players or throwing projectiles at enities/players (Ikea)
Reworked Bribery: Dropping items stamps them with whatever current Bribery category the user has chosen, if any other player picks these items up they will be afflicted with the stamped effect but also an additional effect, where items dropped by the user will gravitate towards whoever bears the stamp from this passive. (Ikea)
extension Bribery: All categories you can chose from now have different stages that inflict enhances versions of the based effect, this stage is dependent on the Bribe %. (Ikea)
New Ability Pay Off: Pay your enemies, mobs or wild beyonders to inflict different effects. Using this ability on a entities debuffs them. Players will be given more debuffs which is also dependent on your Bribe %. Most special interaction with this ability is that, using it on wild beyonders has X chance depending on your Bribe % to allow you to pacify them and trade with them regardless of pathway the WB is (Ikea)
Reworked Distortion: Now opens a selection menu letting you choose between multiple distortion types (ability block, cleanse, distance, mind) rather than being a fixed two-mode ability. All get enhanced based on Disorder % (Ikea)
Two modes now, Burst: AoE around you. All targets get wither + hunger. With higher DisorderReserve stages: stages 1–3 increasingly impair movement (nudging then slowing), stage 4 forcibly drops hotbar items from targets (fewer slots dropped at higher sequence level). (Ikea)
Corrossion - Channel: Targets a single player. Drops some of their hotbar items and locks them from picking those items back up for 5 seconds. Continuously attracts your Bribe-marked items to the target. At stage 4, periodically swaps a random item from the target’s inventory with one of your Bribe items. - WeaknessSense-detected targets take stronger wither/hunger from burst. (Ikea)
New Passive Disorder: Reserve bar that combines both Eloquence and Bribe together, you build it the same way as both previous reserves but it grants on additional bonus. Above 80% Disorder, the user becomes harder to steal from as the disorder around them prohibts such acts. (Ikea)
Changes to Bestowment - ** Greed**: Target magnetically attracts all nearby dropped items toward themselves (they can’t stop picking things up). Higher tier = larger range and faster pulls (Ikea)
Changes to Bestowment - Rashness: Target’s armor degrades every 3 seconds. Their weapon also degrades with each attack they make. Higher tier = faster armor decay (Ikea)
Changes to Bestowment - Sluggishness: Target periodically suffers short bursts of extreme slowness instead of a constant slow. Higher tier = more frequent bursts and stronger slowness. (Ikea)
Changes to Bestowment - Anxiety: Target’s camera shakes and their body jolts randomly. Higher tier = more violent and frequent shaking. (Ikea)
Changes to Bestowment - Cowardice: Target periodically flees from you in bursts. When they do attack you, they deal significantly reduced damage. Higher tier = more frequent and longer flee bursts, and greater damage reduction (up to 60%). (Ikea)
Reworked Exploit - Flight: Now is a toggle which drains spirit per second, and depending on how much Disorder one has, the lower the spirit cost which drains the reserve but also at stage 4 you suppress all others ability to fly (Ikea)
description:Reworked Exploit - Reach: Also a toggle, distance one can reach depends on % Disorder Reserve, which is also drained by this ability. (Ikea)
description:Reworked Exploit - Fall reworked to Meteor Slam: Cast which raises you into the sky and slams you down onto your victims below, applying debuffs and damage. Damage scales based of % Disorder (This value in testing seemed fine but may be adjusted depending on feedback) (Ikea)
description:Reworked Exploit - Speed Reworked to Chaos: Channel the disorder within you and your surroundings to burst into an explosion of chaos, causing negative side effects and damage which also scales on % Disorder Reserve. (As said with Meteor slam, this damage scaling may be tweaked upon feedback) (Ikea)
Tweaked/Reworked Magnify: Base effect still applies but more interactions are accessable with this ability, casting it grants the user Speed 3, dropping items with Weaken, Charm, Connection and Arrogance at fairly high required % Disorder Reserve may stun, split damage etc. Additionally projectile speed is 2x if standing with the zone (Ikea)
New category for Magnify - Execution: While Magnify is active and you reach 100% Disoder, the cap is raised up to 500% Disorder. Your spirit cost to maintain base magnify is lowered but above 120% disorder it will cause your Disorder reserve to deplete. At 250% Disorder, attacking players has a 15% of inflicting wounds. Depending on the sequence difference the amounts of wounds required to channel Execution on them will vary. ONLY while above 250% disorder, and having the required amounts of wounds on a target can you use Execution which will cause a Large chunk of damage to apply to the victim. (This one is experimental and will most DEFINETLY require adjustments from feedback) (Ikea)
Enhanced Majesty: Base effect remains the same but above 90% Disorder, same sequences will be affected like one sequence lower than the caster for a couple of seconds as the Disorder Reserve drains (Ikea)
Enhanced Disorder Aura: Now entirely dependent on Disorder Reserve, base effect is that it has a 20% of shuffling all targets hotbars in the zone which increases depending on Disorder Reserve. above 51% Disorder, projectiles like Ender Pearls are to end up at the edge of the aura. All of which drains the reserve (Ikea)